Armor Grade | | Hull Points | | Cost |
Unarmored | Base HP | 50,000 |
Light | 6 | 100,000 |
Medium | 7 | 200,000 |
Heavy | 8 | 400,000 |
As such, assault scouts can be revamped with armored hulls so they can take a little more abuse, considering their counterparts on both ends (frigates and fighters). At 24HP, it still has a fair chance at surviving an assault rocket or it can take one more battery weapon hit than before. Twin A drives hanging off the wings of a medium armored scout makes it a more formidable craft...even reduced to ADF/MR: 4/4 via stock drive configuration and medium armor it's still something of a contender (remember - MR must be 4 or more for assault rocket use, dropping MR to 3 mandates swapping the AR system for pod lasers or a second laser battery).
It opens the doors to various configurations...some militias may not be able to afford the armored ships so they would settle for the less expensive "canon" versions, while the UPF and more economically stable systems would go all out for the super models with heavy armor and four drives, while yet other militias might have something in between.
Note that civilian ships under a government charter can become eligible for higher grade armored hulls. Even the occasional megacorp ship wouldn't be out of line with higher grades of armor, naturally exerting some influence upon the government presiding over their home office world...
Armor Grade | | Deflection |
Unarmored | 0% |
Light | 5% |
Medium | 10% |
Heavy | 15% |
Deflector Screen (DS)
A Deflector Screen allows shielding
of smaller starships from enemy weaponry. A DS can absorb as many hits
equal to the HS+4. Also, the screen can be adjusted for maximum
protection, angle the screen fore and any attacks from ahead are
nullified, angle it aft and any rear attacks are quelled. However, any
attacks that come from the opposite side can cause damage.
To this end,
the DS can be set at equal fore/aft protection, but won't provide the
same protection all around. A DS protects from all energy and
projectile weapon attacks. If the attack comes from the angle protected
side, the shield will absorb 100% of the damage, if the attack comes
from the opposite side the shield will absorb 50% of the damage. A
screen set equally fore and aft absorbs 75% of damage from any side.
Each hit takes one charge off the screen (maximum charge is HS+4), and
it takes one standard repair round (three combat turns) for one charge
to be reinstated, and the craft must be coasting under non-combat
maneuvers (meaning ADF:0 or 1).
Due to the inability of the DS projectors to extend over a large area, the maximum HS for a DS equipped ship is HS:6. A DS costs (HS x 1500)credits at a Class:I construction center and takes up (HS x 5)cubic meters of space, and takes a LVL:2/FP:8 computer program to operate.
Albedo Shield (AS)
Player
characters can wear an Albedo suit for protection against lasers,
starship owners can opt for a reflective hull to protect their craft
from laser attacks. Player characters can also purchase and activate an
Albedo Screen for the same purpose, and so it is now with starships
too. A starship's Albedo Shield absorbs full damage from all laser
attacks for as long as the shield is activated, but it can only be
activated for a number of combat turns equal to (HS +4). After which
time the shield energy is drained and must be recharged, which takes an
equal number of combat turns and the shield can not be reactivated
until fully charged. Treat as a reflective hull for hit determination.
Minimum hull size is HS:5 and the system costs (HS x 2500)credits at a
Class:I center, takes up (HS x 8)cubic meters, and requires a
LVL:2/FP:6 computer program to operate.
Dreadnought \dred' not\ n. 1. A British battleship, completed in 1906 -- 1907, having an armament consisting of ten 12-inch guns, and of twenty-four 12-pound quick-fire guns for protection against torpedo boats. This was the first battleship of the type characterized by a main armament of big guns all of the same caliber. She has a displacement of 17,900 tons at load draft, and a speed of 21 knots per hour.
Dreadnoughts are known for being large and having big guns...
Operation:Dreadnought Bill Passes by Narrow Majority
---Morgaine's World, Prenglar
f.y. 5/33/70
The Council of Worlds finally approved the bill that allows for larger than Class:20 military craft. Following the second Sathar War, the Star Fighter Corps was quickly enacted to advance the small scale assaults into worthy fighting units. High ranking Spacefleet officials followed suit by pushing for something to be done on the other end of the spectrum to get OD rolling.
The bill wasn't being taken too seriously at first, that is until the recent appearance of what the UPF dubbed as the "Juggernaut", a massive Sathar vessel that dwarfed small space stations in sheer mass. This opened the eyes of many UPF strategists and they realized that the possibility of more (or worse yet, larger) craft of such magnitude would spell certain doom for the Frontier.
Immediately following the passage of this bill, military contracters drafted blueprints for such craft as a class:24 craft dubbed "Strike Cruiser", a class:30 hull dubbed as a "Stike Carrier" that can carry up to 24 fighter craft or 6 assault scouts in its massive bay, all the way up to one enormous class:50 craft that will simply be known as a "Frontier Cruiser".
News of passage brought smiles to Pan Galactic executives, following a recently awarded extension of their Battleship contract which now translates to even more of their craft that will be called on as support to such larger craft, hinting that the construction of as many as five more battleships may be contracted within the next year or two. And little doubt exists that their Gran Quivera shipyard will host some of the initial dreadnought constructions as well. Needless to say, shares of PGC stock should be enjoying more healthy gains in the near future.
But Streel executives aren't frowning. Their new shipyard in Cassidine is scheduled to pump out an all new and updated Heavy Cruiser design with modern features that will blow away the original leftovers from the first Sathar War. CEO Hilo Headow (ym) was quoted as saying "We're confident that once all this gets underway, our new cruisers will become the mainstay capital ship of UPF fleets. Add to that, they cost less and we can produce them quicker than our competition's battleships. There's a certain advantage to being number two: it lets the competition know that there's something uncomfortable up their asses, and when it's all said and done they still have to look behind them to see what it is." Spacefleet is considering the purchase of no fewer than three of the new craft, assuming the prototype lives up to Streel's marketing promises.
Many rallies staged by the Frontier Peace Organization expressing their outrage cropped up during the time this bill was up for consideration, and most of them continue to rage today. Some of them turned violent as supporters from the Anti-Satharian League gathered nearby for retaliating demonstrations. ASL leader J. Harrington Farnsworth (hm) was quoted saying "We're all very happy about the passage of Operation: Dreadnought. It's about time the UPF stepped up their efforts." With regards to the FPO, he simply said "When those fools are done hugging their trees, I hope for their sake a strangler chute drops down on them before a worm blasts them in the back. It's always nicer to die thinking that you were right."
FPO leaders were unavailable for comment. An ammendment for the possibility of larger civilian freight haulers and liners is now up for consideration.
HS | Leng/Diam | #drives & type | ADF/MR | Hull Cost Modifier |
20 | 600/100 | 8 C | 2 / 2 | 1 |
21 | 640/106 | 2 D | 2 / 2 | 1.5 |
22 | 680/112 | 3 D | 2 / 2 | 1.5 |
23 | 730/120 | 4 D | 2 / 2 | 1.5 |
24 | 780/128 | 6 D | 2 / 2 | 1.5 |
25 | 840/136 | 8 D | 2 / 1 | 1.5 |
26 | 880/145 | 2 E | 2 / 1 | 2 |
27 | 940/160 | 2 E | 2 / 1 | 2 |
28 | 1000/175 | 2 E | 2 / 1 | 2 |
29 | 1060/185 | 3 E | 2 / 1 | 2 |
30 | 1120/200 | 3 E | 2 / 1 | 2 |
31 | 1180/210 | 3 E | 2 / 1 | 2.5 |
32 | 1240/220 | 4 E | 2 / 1 | 2.5 |
33 | 1300/230 | 4 E | 2 / 1 | 2.5 |
34 | 1360/240 | 4 E | 2 / 1 | 2.5 |
35 | 1420/250 | 4 E | 2 / 1 | 2.5 |
36 | 1480/260 | 4 E | 1 / 1 | 3 |
37 | 1540/270 | 6 E | 1 / 1 | 3 |
38 | 1600/280 | 6 E | 1 / 1 | 3 |
39 | 1675/290 | 6 E | 1 / 1 | 3 |
40 | 1750/300 | 8 E | 1 / 1 | 3 |
41 | 1825/315 | 2 F | 1 / 1 | 3.5 |
42 | 1900/330 | 2 F | 1 / 1 | 3.5 |
43 | 2150/345 | 3 F | 1 / 1 | 3.5 |
44 | 2300/360 | 3 F | 1 / 1 | 3.5 |
45 | 2450/375 | 4 F | 1 / 1 | 3.5 |
46 | 2600/400 | 4 F | 1 / ½ | 4 |
47 | 2750/425 | 6 F | 1 / ½ | 4 |
48 | 2900/450 | 6 F | 1 / ½ | 4 |
49 | 3050/475 | 6 F | 1 / ½ | 4 |
50 | 3200/500 | 8 F | 1 / ½ | 4 |
HS | Leng/Diam | #drives & type | ADF/MR | Hull Cost Modifier |
51 | 3300/525 | 2G | ½ / ½ | 5 |
52 | 3400/550 | 2G | ½ / ½ | 5 |
53 | 3500/575 | 3G | ½ / ½ | 5 |
54 | 3600/600 | 3G | ½ / ½ | 5 |
55 | 3800/625 | 4G | ½ / ½ | 5 |
56 | 4000/650 | 4G | ½ / 1/3 | 6 |
57 | 4200/675 | 5G | ½ / 1/3 | 6 |
58 | 4400/700 | 6G | ½ / 1/3 | 6 |
59 | 4600/725 | 7G | ½ / 1/3 | 6 |
60 | 4800/800 | 8G | ½ / 1/3 | 6 |
Table 1: Atomic Drives
Hull Size | Engine Size | Cost(SCC:1) | Fuel Pellet Capacity | Trips Between Overhauls | Program Level/FP |
21-25 | D | 1,000,000 | 15 | 20 | 6(256) |
26-40 | E | 1,500,000 | 25 | 30 | 6(512) |
41-50 | F | 3,000,000 | 40 | 50 | 6(1024) |
Hull Size | Engine Size | Cost (SCC:1) | Fuel Pellet Capacity | Trips Between Overhauls | Program Level/FP |
51-60 | G | 4,500,000 | 60 | 75 | 6(2048) |
Hull Size | Engine Size | Cost(SCC:1) | Program Level/FP |
21-25 | D | 300,000 | 6(96) |
26-40 | E | 600,000 | 6(192) |
41-50 | F | 1,000,000 | 6(384) |
The Alarm, Damage Control, and Maintenance programs will all be at LVL:6 with function points being factored one higher for every drive over size C (meaning size D will be doubled, size E tripled, etc). Likewise, any supplemental software will also need to be increased accordingly, such as Commerce, Communication, Industry, and Transportation (for the ship's cargo manifest logs, intercoms, hydroponics/machine shops, and elevators respectively) all at LVL:2 instead of LVL:1 for size D drives, LVL:3 at size E, etc.
____________________________________________________________
HS | Leng/Diam | Engines | ADF/MR |
1 | 10/2 | 1 (A) | 5/5 |
2 | 30/5 | 1 (A) | 4/4 |
3 | 50/8 | 2 (A) | 4/4 |
4 | 75/12 | 4 (A) | 4/4 |
5 | 100/15 | 2 (B) | 3/3 |
6 | 130/20 | 2 (B) | 3/3 |
7 | 150/25 | 3 (B) | 3/3 |
8 | 180/30 | 3 (B) | 3/3 |
9 | 210/35 | 4 (B) | 3/3 |
10 | 240/40 | 4 (B) | 3/3 |
11 | 270/45 | 5 (B) | 3/3 |
12 | 300/50 | 6 (B) | 3/3 |
13 | 340/55 | 6 (B) | 3/3 |
14 | 380/60 | 8 (B) | 3/3 |
15 | 420/65 | 4 (C) | 2/2 |
16 | 450/70 | 4 (C) | 2/2 |
17 | 475/80 | 6 (C) | 2/2 |
18 | 500/85 | 6 (C) | 2/2 |
19 | 540/95 | 6 (C) | 2/2 |
20 | 600/100 | 8 (C) | 2/2 |
Size | Ring/Hub Diam | #Elevator Spokes/Length | Max HS docking/total* | Decks in Ring |
1 | 200/100 | 4/75 | 1-4 / 32 | 5 |
2 | 400/200 | 4/150 | 1-10 / 80 | 10 |
3 | 600/300 | 6/225 | 1-14 / 112 | 15 |
4 | 800/400 | 6/300 | 1-18 / 144 | 20 |
5 | 1000/500 | 8/375 | 1-20 / 176 | 25 |
6 | 1200/600 | 8/450 | 1-20 / 208 | 30 |
"12 million kph {1% of the speed of light}"
Using the standard plot time rule, a single astrogator can only work ten hours and take ten hours off between shifts (rest etc). Incorporating a second astrogator will allow the plot time to be cut nearly in half, as one works while the other rests. A third astrogator can cut this time down even further.
The formula for multiple-astrogator course plotting is as follows:
T = L x 10 / ( A - 1) + A
T is total plot time in GST hours
L is the number of light years to be travelled
A is the number of astrogators working together
Thus, an 8LY jump that would normally require 80 hours of time (not including downtime) for a single astrogator could be plotted by three astrogators in only 43 hours total time.
BC Level | # of Batteries |
1 | 2 |
2 | 2 |
3 | 3 |
4 | 3 |
5 | 4 |
6 | 5 |
Dreadought Engineer Level | Additional Engineers | Max Hull Size (for design) |
(LVL:6 Engineer) | 1 | 20 |
1 | 2 | HS:21-24 |
2 | 3 | HS:25-29 |
3 | 4 | HS:30-35 |
4 | 6 | HS:36-45 |
5 | 8 | HS:46-49 |
6 | 10 | HS:50+ |
Dreadought Pilot Level | Additional Pilots & skill level | Max Hull Size |
(LVL:6 Pilot) | 1 @ LVL:5+ | 20 |
1 | 2 @ LVL:5+ | HS:21-24 |
2 | 3 @ LVL:5+ | HS:25-30 |
3 | 4 @ LVL:6 | HS:31-35 |
4 | 5 @ LVL:6 | HS:36-42 |
5 | 6 @ LVL:6 | HS:43-49 |
6 | 8 @ LVL:6 | HS:50+ |
Level | Battery Commander | Dreadnought Pilot | Dreadnought Engineer |
1 | 35 | 80 | 60 |
2 | 60 | 120 | 80 |
3 | 80 | 180 | 120 |
4 | 120 | 250 | 180 |
5 | 180 | 340 | 250 |
6 | 250 | 450 | 340 |
> Astrogation, Drive, and Life Support as the KH rulebook states
> Alarm and Damage Control, LVL = # of drives as per KH rulebook
> Maintenance, like above LVL = # of drives
> Analysis, LVL = Astrogation program LVL (LVL:6 for Deluxe astrogation equipment)
> Industry, LVL:1 for machine shop and hydroponics, may also replace cargo arm program
The owner/builder may add in any other desired programs as needed, such as weapons and defensive systems, Commerce program for trade vessels, laboratory or other specialty software, security programs, etc.
Communication LVL:1 can be utilized to coordinate intercom networks on anything larger than HS:2. An Installation Security program can handle the Skin Sensors without buying the Skin Sensor software.
Pod Laser Turret (PLT)
With a MHS:3 requirement for a laser battery, it became apparent that both smaller craft as well as larger craft that can't accomodate a LB due to other restrictions could benefit from a 360 degree field of fire weapon. Hence, following in the successful footsteps of the Pod Laser, the Pod Laser Turret came to be. The PLT has a range of 40K kilometers, MHS:1, costs 8,000Cr and requires 20cubic meters of space. Treat as a laser battery to hit with no damage table modifiers and damage is 1d10. The PLT uses the standard Laser Battery program.
Heavy Laser Cannon (HLC)
Similar to a standard laser cannon but packs a little more punch. Range is 120,000km, MHS=6, damage is (2d10 +4), cost is 20K credits and requires 50cubic meters. No damage table modifiers, and the standard Laser Cannon computer program is required.
Heavy Laser Battery (HLB)
Similar to a standard laser battery but like the Heavy Cannon, it too packs a little more oomph. Range is 100,000km, MHS=5, damage is (1d10 +2), cost is 12,000Cr and the HLB requires 30cubic meters. No damage table modifiers and the standard Laser Battery program is needed for operation.
Ion Cannon (IC)
The Ion Cannon is essentially a small scale Disruptor Cannon, but instead of causing damage it is designed to disable various starship systems. Upon succesful hits, roll (3d6 -2) to generate random numbers between 1 and 16, and consult the Damage Table. Assign everything between "hull hit: normal damage" and "electrical fire" a number (1-16), any system hit by an Ion Cannon is disabled for (2d10 +5) combat turns. Range is 60,000km, MHS=1, cost is 15,000Cr and 20 cubic meters of space is allocated for an Ion Cannon. Uses the Laser Cannon program.
Ion Battery (IB)
Same as an Ion Cannon but with a 360 degree field of fire. Range is 50,000km, MHS=2, cost is 18,000Cr and 20 cubic meters of sapce is required for an IB. Uses the Laser Battery computer program.
Forward Firing Rockets (FFR)
Essentially the launchers from a rocket battery positioned in a forward firing stance. All RB modifiers apply (range, DTM, damage, ICM adjustments), a variant of the Assault Rocket program is used to operate the system. MHS:1, cost = 20,000Cr, and requires 20 cubic meters of space.
Striker Missile (SM)
A Striker Missile rack holds two missiles, each rack requires 5 cubic meters. The rack costs 1000Cr and individual missiles cost 5000Cr each. Missiles have a range of 60,000km with a -10 damage table modifier and inflict 1d10+2 damage. MHS:1 and MR:4 or better required, and a LVL:1/fp:4 computer program is needed to operate the system. MPO/LTD weapon
Heavy Bomb/Rocket (HBR)
These nasty propelled bombs can do some serious damage, especially when considering they can be launched from small craft. The launcher costs 10,000Cr and individual bomb-rockets cost 20,000Cr. Launchers require 10 cubic meters and the range for the bomb-rocket is 30,000km, damage is 3d10 with a -20 modifier. MHS:2 with MPO and LTD restrictions. A LVL:1/fp:3 program is required to operate the system
Warhead Launcher Turret (WT)
A Warhead Launcher allows the use of Striker Missiles, Assault Rockets, and Heavy Bomb-Rockets on larger ships. Essentially it is a turret weapon sporting the respective launchers. The allocated space for a warhead launcher turret is 20 cubic meters (plus the 20cubic meters of space from the weapon systems for a total of 40) and cost is 20,000Cr plus the weapon systems. MHS:5 with LTD/MPO restrictions, and a LVL:2/fp:8 program is required which will operate any of the three weapon systems installed. The launchers will hold 8 striker missiles, 2 assault rockets or two HB-Rockets depending on which systems are loaded. Combinations are possible, such as 4 striker missiles, one assault rocket, and one HB-Rocket.
Smart Rocket Battery (SRB)*
A standard rocket battery that utilizes guidance systems in the rockets, similar to the hardware used in a torpedo. The weapon system itself remains unchanged, however the SRB salvo increases in price (10,000Cr each). Also, a new software package is required to guide the rockets after launch, the SRB program is a level 3 / 12 function point program. Base chance to hit is 60% (plus operator skill bonus), increased to 75% for targets with an activated stasis screen. Damage is 1d10+10. All other modifiers/restrictions remain the same (range, ICM adjustments to hit roll, etc).
The Rocket Battery may still fire the standard unguided salvos assuming the original program is retained. However, only one program may be utilized per weapon so it must coincide with the salvos loaded.
* Special thanks to Corjay & Gilbert for assisting with this project
Weapon Link (program)
The Weapon Link program allows common systems to be operated in tandem, such as a pair of pod laser sytems or a dreadnought's multiple laser batteries. The program is LVL:2 and has 8 function points, and one program is required for each set of linked systems